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- surface rendering is a step closer to using VBO's (code now works using Vertex Arrays, next stop Vertex Buffer Objects)
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@@ -227,6 +227,18 @@ public:
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return 0.5f * ((v0.x * v1.y) - (v0.y * v1.x));
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}
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std::string getString() const {
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std::ostringstream streamOut;
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streamOut << "#1: " << this->p[0].getString();
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streamOut << "#2: " << this->p[1].getString();
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streamOut << "#3: " << this->p[2].getString();
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streamOut << "#4: " << this->p[3].getString();
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std::string result = streamOut.str();
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streamOut.str(std::string());
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return result;
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}
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};
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typedef Quad2<int> Quad2i;
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